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The difference of performance of FrameBuffer.blit() on different devices.
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kiffa:
The same code to blit a full screen transparency texture:
--- Code: ---frameBuffer.blit(mSpeedUpTexture, 0, 0, 0, 0, 128, 64, Constant.screenWidthPx, Constant.screenHeightPx, 0xff, false);
--- End code ---
but cause the different performance on different devices:
1, On Tegra2, when bliting, the FPS droped from 59 to 49. Screen: 800*480
2, On Adreno305, when bliting, the FPS(62-63) nearly doesn't drop. Screen: 960*540
What's the possible reason? Is this a fill rate issue? If I FrameBuffer.resize(400*240), the fps(59-60) won't drop when bliting on Tegra2.
And how to resolve this?
EgonOlsen:
Tegra 2 is crap. It has low fillrate, low overall performance...there's nothing you can do about it.
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